DEVELOPMENT OF AN AUGMENTED REALITY-ORIENTED GAME SYSTEM FOR STROKE REHABILITATION ASSESSMENT

2012 ◽  
Vol 24 (05) ◽  
pp. 435-445
Author(s):  
Ren-Guey Lee ◽  
Sheng-Chung Tien ◽  
Chun-Chang Chen ◽  
Yu-Ying Chen

In this paper, rehabilitation tools are proposed and implemented to assist patients with stroke and body dysfunction via auxiliary physical activity. By integrating the entertainment of games and the needs of rehabilitation and utilizing motor assessment scale (MAS) as the building blocks, we propose a game system developed for assessment of stroke rehabilitation by using augmented reality (AR) technology. By means of application of AR Markers and based on related parameters of Wii remotes, various assessment games have been implemented, and vivid pictures can be presented to users via a head-mounted display by seamless combination of real environment and virtual objects. This game system takes various assessment scales into consideration, and each scale is specifically designed and individually integrated to enable the relevant capacity for assessment of motor functions. According to the experimental results, the accuracy rate of the users in successfully following the game steps is 91.2%, and the accuracy rate of the system in assessing the MAS categories is as high as 94.6%, which confirms the feasibility of our proposed and implemented rehabilitation game system.

2019 ◽  
Vol 9 (14) ◽  
pp. 2933 ◽  
Author(s):  
Ju Young Oh ◽  
Ji Hyung Park ◽  
Jung-Min Park

This paper proposes an interaction method to conveniently manipulate a virtual object by combining touch interaction and head movements for a head-mounted display (HMD), which provides mobile augmented reality (AR). A user can conveniently manipulate a virtual object with touch interaction recognized from the inertial measurement unit (IMU) attached to the index finger’s nail and head movements tracked by the IMU embedded in the HMD. We design two interactions that combine touch and head movements, to manipulate a virtual object on a mobile HMD. Each designed interaction method manipulates virtual objects by controlling ray casting and adjusting widgets. To evaluate the usability of the designed interaction methods, a user evaluation is performed in comparison with the hand interaction using Hololens. As a result, the designed interaction method receives positive feedback that virtual objects can be manipulated easily in a mobile AR environment.


2005 ◽  
Vol 14 (5) ◽  
pp. 528-549 ◽  
Author(s):  
Jannick P. Rolland ◽  
Frank Biocca ◽  
Felix Hamza-Lup ◽  
Yanggang Ha ◽  
Ricardo Martins

Distributed systems technologies supporting 3D visualization and social collaboration will be increasing in frequency and type over time. An emerging type of head-mounted display referred to as the head-mounted projection display (HMPD) was recently developed that only requires ultralight optics (i.e., less than 8 g per eye) that enables immersive multiuser, mobile augmented reality 3D visualization, as well as remote 3D collaborations. In this paper a review of the development of lightweight HMPD technology is provided, together with insight into what makes this technology timely and so unique. Two novel emerging HMPD-based technologies are then described: a teleportal HMPD (T-HMPD) enabling face-to-face communication and visualization of shared 3D virtual objects, and a mobile HMPD (M-HMPD) designed for outdoor wearable visualization and communication. Finally, the use of HMPD in medical visualization and training, as well as in infospaces, two applications developed in the ODA and MIND labs respectively, are discussed.


Author(s):  
Rafael Radkowski ◽  
Sravya Kanunganti

The Microsoft HoloLens is the latest augmented reality (AR) capable head-mounted-display (HMD) with the potential to leverage AR applications in manufacturing and design. Its optical system and the embedded tracking capability are superior to many precursor HMDs and mitigate several known obstacles such as size, massive weight, visual quality, and tracking latency. Especially the last one, the not-noticeable tracking latency, is a convincing factor for people outside an AR community. Along with its onboard tracking, it allows the HoloLens to populate the physical world with virtual objects and to maintain their position while the user is moving. Although these capabilities are already convincing, the majority of applications in assembly and design require a precise alignment of virtual objects with physical parts. Especially, if a user moves the majority of components in an application situation, thus, virtual information need to move along with the physical part to convey them semantically correct. Object tracking and automatic registration are required to establish this functionality. This paper introduces an AR system which integrates an external range camera-based tracking system and the HoloLens. It incorporates two calibration procedures, which are required to register virtual 3D objects with physical components. This AR system can be used for different visualization tasks along the product life-cycle, spanning the range from training to decision making, although our major area is currently manual assembly.


2018 ◽  
Vol 1 (1) ◽  
pp. 10506-1-10506-8
Author(s):  
Lili Zhang ◽  
Michael J. Murdoch

Abstract Augmented reality (AR) is growing in popularity, blending virtual objects into the real world, and one challenge it demands is the detailed colorimetric study. This research comprises two parts: a model of the displays in a commercial AR optical see-through head-mounted display (OST-HMD) was made using colorimetric measurements and spatial characterization, followed by a color matching experiment to explore the matching criteria when matching nonuniform colors in AR. The OST-HMD model was constructed by combining a traditional display model with camera-measured spatial luminance maps. Data from the color matching experiment were compared with the spatial model in order to infer the observers’ matching criteria when matching nonuniform patches. The experimental result suggests that the matching criterion is most likely position- or content-guided and measurably different from other possible criteria. The results can be used to improve uniformity in OST-HMDs and as a reference in modeling color appearance in AR.


Stroke ◽  
2014 ◽  
Vol 45 (suppl_1) ◽  
Author(s):  
Hossein M Hondori ◽  
Maryam Khademi ◽  
Alison McKenzie ◽  
Lucy Dodakian ◽  
Cristina V Lopes ◽  
...  

Introduction: Virtual Reality (VR) has been found useful for numerous rehabilitation applications, but has some intrinsic constraints such as the need for a visuospatial transformation when guiding movements. Augmented Reality (AR) is a new approach to human-computer interaction that enables patients to interact directly with virtual objects. The current study compared AR and VR in a stroke rehabilitation setting. METHODS: The Fruit Ninja game simulates a rehab setting by having subjects perform repeated goal-directed wrist/hand reaching tasks. Subjects held a cup-shaped color-marker in the paretic hand, then reached for a virtual fruit target that sliced in 2 when reached. This game was implemented in both AR and VR settings, with identical movement demands across the two. The target plus real-time visual feedback on hand movements were provided by a computer monitor in VR, and by a projection onto a tabletop in AR. After undergoing baseline assessments (arm motor Fugl-Meyer scale (FMA) and Box and Blocks (B&B)), 10 patients with hemiparetic stroke >6 mo prior and age >18 yr played three 1-min rounds each of the AR and VR games; 4 other subjects who were unable to hold the color-marker object were excluded from current analysis. RESULTS: Of the 10 patients, age = 59±10 yr (mean±SD), FMA score = 57±11 (range 31-66), Hand/Wrist FMA subscore = 22±3 (range 15-24), and B&B score = 41±13 (range 16-58). When playing the exact same Fruit Ninja game, all 10 patients scored significantly (p<0.0001) higher in the AR setting (60±9 targets, range 48-78) as compared to the VR setting (48±8 targets, range 37-64 setting. Also, AR scores were stronger correlates of FM Hand/Wrist (rho=0.68, p<0.04) and B&B scores (rho=0.70, p<0.03) than were VR scores. CONCLUSIONS: This study shows promising results with use of Augmented Reality in a patient-computer interface. Results also suggest advantages as compared to use of a Virtual Reality approach, possibly due to the fact that moving the hand requires a visuospatial transform in the VR setting but not in the AR setting. Compared to VR, AR scores were higher and correlated better with clinical scores, suggesting great potential for the use of Augmented Reality in a patient-computer interface during stroke rehabilitation.


Author(s):  
Eugene Hayden ◽  
Kang Wang ◽  
Chengjie Wu ◽  
Shi Cao

This study explores the design, implementation, and evaluation of an Augmented Reality (AR) prototype that assists novice operators in performing procedural tasks in simulator environments. The prototype uses an optical see-through head-mounted display (OST HMD) in conjunction with a simulator display to supplement sequences of interactive visual and attention-guiding cues to the operator’s field of view. We used a 2x2 within-subject design to test two conditions: with/without AR-cues, each condition had a voice assistant and two procedural tasks (preflight and landing). An experiment examined twenty-six novice operators. The results demonstrated that augmented reality had benefits in terms of improved situation awareness and accuracy, however, it yielded longer task completion time by creating a speed-accuracy trade-off effect in favour of accuracy. No significant effect on mental workload is found. The results suggest that augmented reality systems have the potential to be used by a wider audience of operators.


2021 ◽  
Author(s):  
Nina Rohrbach ◽  
Joachim Hermsdörfer ◽  
Lisa-Marie Huber ◽  
Annika Thierfelder ◽  
Gavin Buckingham

AbstractAugmented reality, whereby computer-generated images are overlaid onto the physical environment, is becoming significant part of the world of education and training. Little is known, however, about how these external images are treated by the sensorimotor system of the user – are they fully integrated into the external environmental cues, or largely ignored by low-level perceptual and motor processes? Here, we examined this question in the context of the size–weight illusion (SWI). Thirty-two participants repeatedly lifted and reported the heaviness of two cubes of unequal volume but equal mass in alternation. Half of the participants saw semi-transparent equally sized holographic cubes superimposed onto the physical cubes through a head-mounted display. Fingertip force rates were measured prior to lift-off to determine how the holograms influenced sensorimotor prediction, while verbal reports of heaviness after each lift indicated how the holographic size cues influenced the SWI. As expected, participants who lifted without augmented visual cues lifted the large object at a higher rate of force than the small object on early lifts and experienced a robust SWI across all trials. In contrast, participants who lifted the (apparently equal-sized) augmented cubes used similar force rates for each object. Furthermore, they experienced no SWI during the first lifts of the objects, with a SWI developing over repeated trials. These results indicate that holographic cues initially dominate physical cues and cognitive knowledge, but are dismissed when conflicting with cues from other senses.


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